PlayStation 4 System Compiler Support Landing in LLVM
phoronix.com
phoronix.com
Especially with the indie focus Sony has had, this could make it much much easier for people used to creating games with ActionScript to get their game on a console.
Is there something I'm missing? This seems too good.
> You still can't do anything with it if you aren't a licensed developer.
Not sure I follow - what is stopping non-licensed developers from developing and testing games on their own PS4s now that this has happened?
Officially licenced developers have special devkit systems with more lax security.
Will make the news of a jailbreak for PS4 that much more exciting at least :)
Also on our Vita devkits there is no battery to make space for the extra ram.
Even with the open sourced compiler you're still missing most of the toolchain.
I don't want to come across as being mean or anything but...
How charmingly naive!!
Sony (and the other console makers, to be fair) go to absolutely incredible lengths to make sure that people absolutely do not get to run their own code on these machines. And then they sue anyone that finds a way to do so.
Also, to be fair, PS4 is the first Sony's home console that does not run user's code. All the previous Playstations had such an ability in one way or another:
Net Yaroze on Playstation http://en.wikipedia.org/wiki/Net_Yaroze
Linux Kit on PS2 http://en.wikipedia.org/wiki/Linux_for_PlayStation_2
And the PS3, initially, came with the ability to install user OSs http://en.wikipedia.org/wiki/OtherOS
PC gaming is currently the best choice. All the freedom combined with better hardware. The only disadvantage is the high cost of entry but you can easily save money by buying games during the big sales on steam.
Handhelds are a different story though. The games are often a lot better than mobile games.
Yeah, it's probably a good idea in the grand scheme of things to get their patches back upstream. But is it worth reporting on? Worth posting/upvoting on social media? It doesn't actually mean anything does it?
Heck, even if the code is just used as a reference by people saying "gee, I wonder how Sony solved this problem" it's still very useful.
I realize that GCC's policies were actually important for getting Next to release their Objective C code in the 90's, but it seems like times have changed. Companies have learned that keeping their code a secret actually isn't a huge competitive advantage whereas releasing it has a lot of real benefits (such as reduced maintenance cost). It's always better to have people doing the right thing because it's in their interests rather than because you forced them to.
OTOH the main chip was an IBM product so it might have been big blue that we should look to.
I bet the biggest upside is that sony has easier time keeping up with the current llvm, and so devs get recent compiler versions.
The PlayStation 4 features two graphics APIs, a low level API named GNM and a high level API named GNMX. Sony's own PlayStation Shader Language (PSSL) was introduced on the PlayStation 4
Download only games have existed since the PS3/360 days.
Edit: looks like hUMA is out in the PC wild
http://arstechnica.com/information-technology/2013/04/amds-h...
The GDDR5 behavior is a much bigger hurdle than I think most people realize.
It also uses different (custom) hardware and makes assumptions about it; no OpenGL/DirectX layer of abstraction, for example, since the hardware is fixed for the next 10 years your API call doesn't have to do different things on different hardware. You'd have to provide abstractions for all of that.
Likewise for the CPU; it's possible there are CPU/GPU extensions in the PS4 that don't exist in standard commercial hardware.
On top of all that, the binaries are all signed/encrypted, so without the ability to decrypt them it doesn't do us much good.